Fun! (and ironic, given the massive fuckup that was EA's latest Dungeon Keeper)

Quick points:

1) Resource management is a bit weird, for two reasons. Firstly, the bottle neck is mana crystals, nothing else (at least in a few play throughs on medium). Secondly, the ranges at which the zombies pick up items is strange. i.e. much larger radius for ore / coal compared to crystals / nightshade. I found not being able to prioritize a pickup manually to be a bit limiting. On thinking about this, it might be that items out in the open aren't being picked up, and I can't work out how to set them to be manually retrieved. (I also have randomly a single "ghost" zombie who loves running through walls, but I suspect this is a known bug).

2) Mob balance. Ghosts > Phantoms seem to do x3 the damage of vampires, but (at least so far, RNG = random) are more common than crypts, and easier to make. i.e. the resource can be picked up outside of your control area then shipped back, while crypt tiles are fixed. Ghosts upgrade to Phantoms, which is nice, but skele's don't upgrade to skeleton warriors with sword & shield, which I expected (I upgraded my strongest barracks first, so got the phantasm upgrade first).

3) The AI doesn't seem to attack until you find a portal, which makes ramping up defenses very easy. Given this, I've not seen traps doing much (note: I may have not used some settings correctly). As such, I've not really been able to test bones.

4) Cave ins - pillars seem to work, but the cave in event passed so quickly I didn't see it, nor can I see a radius for a pillar (maybe by clicking on it?) that tells me a sensible placement for my dungeon.

Can't get this to work, downloaded it and when I try to run the application nothing happens....I've tried running as admin and everything I can think of, also nothing comes up in task manager when I open the app.

@Egg Crypt Wizard is fuck as fuck. How much work would it take to make this a RTS PVP game? It would be cool as hell to play against other people and build a sort of "base" that the other person has to destroy. Perhaps have an aspect where one or more players are on the same map and the objective is to destroy their "central Pylon"? Then each player builds in a similar way to what is already in the game. Either way, this game is fucking awesome man. Thanks for sharing.

You will find the strength
To beat the Deamons and the Balrons
Conquer evil and slay the werewolves
Balance the peace in
Eggs ultima online....

eggmceye wrote:Changes in build 11There are a lot of big game changing changes: mostly for streamlining and just making the game more fun. Whether or not either of these 2 goals occurred time will tell.

MAJOR CHANGES for 2017* added 5 playable scenarios that you should try out after completing the tute!* removed requirement to reset barracks-spawner with spawnerskull - so now your army simply spawns all the time* default AI of your army is to charge enemy portal blindly if they can find a path (now that they respawn for free) and the portal has been spotted* scrapped turrets, but now pylons attack like turrets - PYLONS are now your defensive towers and your Farms* wiz has auto ranged & melee attack!* wiz respawning but delay in respawn time proportional to deaths(this all adds up to more of a MOBA feel)